The aim of this workshop is to provide a focal point for research and technology dedicated to persuasion and influence on mobile platforms. We aspire to establish a scientific network and community dedicated to emerging technologies for persuasion using mobile devices. This workshop would be a unique opportunity for interaction designers and researchers in this area to share their latest research and technologies on 'nudge' methods with the scientific communities. Patterns of consumption such as drinking and smoking are shaped by the taken-for-granted practices of everyday life. However, these practices are not fixed and 'immensely malleable'. Consequently, it is important to understand how the habits of everyday life change and evolve. Our decisions are inevitably influenced by how the choices are presented. Therefore, it is legitimate to deliberately 'nudge' people's behaviour in order to improve their lives.
|Publication status||Published - 1 Jan 2010|
- mobile devices
- computer science
- mobile technology